Closed poxis closed 1 year ago
the ideal is 64x64, as Tibia's border only contains 2 SQMs, 96x96 will occupy 3 SQMS.
but to fix your problem, put true in that line: https://github.com/mehah/otclient/blob/9ac32648210a31239c27dee63b2ad5e099b9aff1/src/client/mapview.cpp#L526
but again, it will cause other problems, which there will be no solution, just that you put more tile to draw.
@poxis
try this:
change to:
else if ((cameraPosition.y - checkPos.y >= viewPort.top) || (checkPos.y - cameraPosition.y == viewPort.bottom && !hasTallThings() && !hasWideThings() && !hasDisplacement() && !hasThingWithElevation() && m_walkingCreatures.empty()))
@mehah THANKS! work it, but again when we are at the top you can't see it, I did as in the old version and for me this solution works (I don't know if something doesn't cause other problems, I will test)
vp.top = m_posInfo.awareRange.top;
vp.right = m_posInfo.awareRange.right;
vp.bottom = vp.top+1;
vp.left = vp.right+1;
@poxis
the "problem" is not there.
change to
if ((cameraPosition.x - checkPos.x >= viewPort.left) || (checkPos.x - cameraPosition.x == viewPort.right && !hasWideThings() && !hasTallThings() && !hasDisplacement() && !hasThingWithElevation() && m_walkingCreatures.empty()))
and
change to
else if ((checkPos.x - cameraPosition.x > viewPort.right && (!hasWideThings() || !hasTallThings() || !hasDisplacement() || !hasThingWithElevation())) || (checkPos.y - cameraPosition.y > viewPort.bottom))
first
if ((cameraPosition.x - checkPos.x ..
no work
second
else if ((checkPos.x - ca
no work
work for me change only: https://github.com/mehah/otclient/blob/9ac32648210a31239c27dee63b2ad5e099b9aff1/src/client/tile.cpp#L781
to
else if (((checkPos.x - cameraPosition.x > viewPort.right && (!hasWideThings() || !hasDisplacement() || !hasThingWithElevation())) || (checkPos.y - cameraPosition.y > viewPort.bottom)) && !hasTallThings())
works without changing the first
if ((cameraPosition.x - checkPos.x ..
@poxis can you test this fix?
@mehah work, but I think you've already checked
@poxis
this fix is for items occupying 3sqms, with the old method, objects occupying 2sqms will be drawn even if they don't show up in your view.
and tibia doesn't have 96x96 objects (3 sqms) so there's no way for me to test.
Priority
Low
Area
What happened?
Description in the video:
https://imgur.com/a/XmWOZXP
this happens on the top and left side
What OS are you seeing the problem on?
Windows
Code of Conduct